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On the Loveland PD demo Caprice, the brake/taillights aren't being correctly drawn during the bloom pass -- but only after the emergency lights are activated.
This issue is not present on the other Caprice demonstrators.
The text was updated successfully, but these errors were encountered:
A light receiving multiple inputs can sometimes be deactivated while a lower-priority state input is never removed. This leaves it the render queue until the controller is out of the player's PVS.
Certain lights rendered in the "off" state can end up visually blocking lights or meshes behind it
ischmal
changed the title
Strange mesh light bloom behavior?
Elements don't always deactivate and sometimes conflict
May 28, 2024
On the Loveland PD demo Caprice, the brake/taillights aren't being correctly drawn during the bloom pass -- but only after the emergency lights are activated.
This issue is not present on the other Caprice demonstrators.
The text was updated successfully, but these errors were encountered: